CLIENT

Enrichly Hackathon

DURATION

4 Hours

ROLE

UX/UI Design

TEAM

3 UX/UI Designers

Connecting mentors with at-risk youth through a mobile-first educational tool

Project Overview:

At the VisionVoice Hackathon, my team and I collaborated with Enrichly to build a mobile-first platform for education coordinators to sign up for youth development programs. Enrichly combines technology and gamification to improve youth self-esteem and learning outcomes. Our goal was to streamline how coordinators could view schools, explore available programs, and sign up to teach – all while ensuring accessibility for various users including students, parents, and mentors.

Scope of Work:

With just 4 hours to design, I helped define the task flow, sketched low- to high-fidelity wireframes, and co-developed a new brand system based on accessibility needs. I also took part in presenting our prototype live, receiving high praise from the judges for our mobile-first approach, clean UI, and user-first thinking. After the event, we decided to iterate further through usability testing.

Design Process

We began by mapping the task flow of how a coordinator would sign up to teach a course. From there, I created wireframes in Figma, which my teammate quickly evolved into mid-fidelity mockups. To optimize time, we worked in parallel – each designer owning key screens and sharing feedback live.

For branding, we made the decision to depart from Enrichly’s original palette, which lacked contrast and accessibility. Instead, we created a new visual system using high-contrast colors and expressive iconography that better reflected the mission of empowerment.

Dashboard

Mentors can easily navigate between finding schools, managing programs, and viewing upcoming sessions on a centralized dashboard.

Map View

Mentors explore nearby schools and filter by program type to identify relevant engagement opportunities aligned with their goals.

Program List

After browsing or signing up, mentors can review available programs at a glance, helping them reflect on fit, readiness, and next steps.

Confirmation

After registering, users receive a celebratory confirmation with program details and an option to add it directly to their calendar.

Usability Testing & Iteration

After the hackathon, we ran 10-minute moderated tests to evaluate clarity and usability. This led to several improvements:

  1. Swapping “Coordinator” with “Teacher” to reduce confusion

  2. Adding a Confirmation Overlay on class sign-up screens to provide teachers with more information about classes before confirming their registration

  3. Introducing Map Tips for first-time users to navigate the map-view of the app

  4. Reducing cognitive load by switching from double-column to single-column cards


These updates helped streamline the core interaction and ensured the dashboard remained intuitive and mobile-optimized.


Program Details

A screen to provide more details about the class the mentor would be signing up for.

Outcomes:

  1. Delivered a fully functional prototype under time pressure.

  2. Won 2nd place in the hackathon with positive feedback from Enrichly leadership and AWS engineers.

  3. Validated design direction through testing and implemented improvements post-event.

  4. Secured an internship with Enrichly’s product team.

Reflections:

This project reminded me that speed and quality aren’t mutually exclusive when you have a strong process. Working in a high-pressure, collaborative setting sharpened my instincts for prioritization, design communication, and user validation.

I also learned the value of designing for accessibility from the start, and how small wording changes (like using “Teacher” over “Coordinator”) can dramatically improve clarity and inclusivity.